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Messages - SickSadWorld

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121
There was text here, it's gone now.

Moved to first post

122
Updated 5/9/2011

See original post for updates!

123
MM8BDM Discussion / Re: Screenshots
« on: May 07, 2011, 05:28:54 AM »
MY SUPER AWESOME UNIQUE AND BRAND NEW ORIGINAL MAP

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124
Version 3a comments.

What you have is good. The counter is a good addition. I feel the positioning is a bit distracting and encroaches on the 'gamespace' a bit. It might not be an issue for others but I felt the counter colors were a bit distracting and hard to read at times. I feel the counter layout could be improved in the following way:

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Using the 'clientside' script type this will lead to better performance over a network because it's not sending the output of ThingCountName() every tic to all clients. Additionally this revised script 719 features a better HUD position and less distracting text colors. So, free bump.

125
Strange bug with Wily alien

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126
Projects & Creative / Re: [Game Mode] Energy Duel - v1a
« on: May 05, 2011, 07:37:26 PM »
Hey, thanks for your detailed and well-written comments on this.

The health comments are especially useful. How would you rate these solutions?

1) Health spawns as normal.
2) No health spawns at all.
3) Something else.

Quote from: "-RanRan"
On that fact, it'd be normal for a Duel-Fool[Skilled Duelist] to refill and re-engage a target, but in the case they can't find health to do so, they may lose to people more often because of the inconvienence.

This was actually one of the main goals of the mode. If you look at Skulltag/ Doom duel-32 mode for example, you can almost guarantee that both people will die a lot simply because there's not a lot of health around. My goal is to create something faster paced where a fraglimit of 25 is not unreasonable (as opposed to the 5 or 10 we usually see in MM8BDM).

Quote from: "-RanRan"
Also, I'm all for that Sphere Power-Up. What will be its use, and how will it be applied?

It really depends on how the health ideas shake out. My original thought was to give every large health pickup a very small possibility of spawning a sphere/ rune.

The easiest choices for these effects are seen HERE

To summarize:
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Something not on this list is also a possibility as long as someone can describe what it should do very specifically. Runes as well.

127





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?-BOX MODE

<!-- m -->http://allfearthesentinel.net/download?file=qbox-v2u.wad<!-- m --> | File Size: 6.55M

New in v2u
    Now with v5a compatibility!
     Buckshot mode is Super adaptors
     Secret mapcodes: FDEST, HOLORM, SHOOT, MM7SLAX
     A lot more health now spawns
     Works out of the box with most popular PWADs (i.e. classes) - Load this first

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What is this mode?
Most item placements are replaced with various different ?-boxes that must each be attacked to reveal its contents. All players also start with an Energy Balancer and do not need to worry about acquiring it if they die in deathmatch mode. Other modes require players to pick up the Energy Balancer.


What is the ENERGY BALANCER?


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---

These new ?-boxes are

Blue ?-box
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Red ?-box
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Green ?-box
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Try out your favorite maps with this mode to see what crazy combinations you can come up with! This is a great addition to Chaos and CTF mode or your favorite custom map packs!


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ENERGY DUEL and ENERGY DEATHMATCH - Integrated into Qbox mode as LMS or TLMS!

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128
If you made a Roll class and she had her own types of weapons or special attacks, what would they be?

129
Didn't CutmanMike already suggest a fix that gets at this issue?

Also it's not only Megaman 6 robot masters but classes like Quickman as well.

130
Quote from: "SoniaNature"
That's because Crash Bombs had a pretty good stun on his weapon.

Oh, and Wily is faster than a lot of robot masters. That also kind of adds in on the whole "hard to keep up offensively" strategy.

But Crashman is the same speed or faster. He is faster than a lot of the robot masters, but he needs the speed using a similar rationale to Top man's speed.


Quote from: "Korby"
I still don't get why a human is faster than a ton of robots, who would have superior physical strength.

Quote from: "Yellow Devil"
Oooh to go with the Wily discussion, the ingame Wily is a fake, that's why he begs when dying and then EXPLODES. Also explains how he keeps coming back and how you can have more than one.

Yeah invisibility needs to be changed, I don't think Gyro or Wily are OP as they stand...

131
Quote from: "SoniaNature"
It's hard to keep up an offensive when your opponent can fly.

You did pretty well at it!  :geek:

132
Projects & Creative / Re: 3 in 1 hubmap.
« on: April 30, 2011, 08:44:55 PM »
What's left to do that AlexMax perceives as monotonous?

133
Quote from: "SoniaNature"
I think Wily's main problem is damage + projectile speed. I mean, if you catch someone off guard, there is no fighting back for them.

That's probably true. That's what you get for letting your guard down!

But if you miss, then the other person has the advantage because you'd have to retreat to recharge for an attack of equal effectiveness. If the other person knows enough to keep offensive pressure on then it's an uphill struggle.

134
Quote from: "Bikdark"
I agree completely with YD on the Hardman subject.
And no, Jack, I was talking about Wily with the damage nerf, not Hard

So wait Hardman is ok but Wily needs a damage nerf?

Hardman has damagefactor 0.3 to buster. This means for Wily attacking Hardman

Red shot = 15.0 damage
Yellow shot = 12.0 damage
Small shot = 4.5 damage
Smallest shot = 1.80 damage

This means it realistically takes more than 20 shots to kill a Hardman as Wily. I bet you guys think every class should be this resistant to Wily though. If you nerf Wily's damage then he should have more health and resistance for balance.

One thing that should be looked at with Hardman is how he does the stomp. He should have to get some minimum amount of height off the ground before being able to initiate a stomp. Otherwise people just bunny-stomp around the stage. This leads to people stomping non-stop then firing occasional knuckles to rack up kills.

135
Quote from: "Jack Corvus"
Hardman needs a nerf. Why? I'll tell you why.
He's a bit slower than Megaman, with a near death weapon, which has a big hitbox, he has a stun (to make sure the near death weapon hits) and to top is all off he has alot of armour thus rendering him the most annoying thing to kill. Sure he's looks like a freaking tank, but shouldn't he be slow? I mean, he's faster than Yamatoman? What sense does that make? What's more annoying is that he is resistant to everything. He kills Topman in 1 hit, he is immune to Flashman's Time Stopper, magnets are not attracted to him and most of the time he just won't die. I'm sick and tired of always being killed by a Hardman and then being unable to kill it no matter had I try.

Suggested fix: Switch Yamatoman's and Hardman's speed and nerf the Hard Knuckle damage a wee bit.

Inb4 this post is ignored.

These are good points. In addition, for any given Hardman the benefit from even a single small health item is substantial.

King Yamato tried making the damagefactors for Hardman 0.5 (as I had suggested YD do) but after playtesting he almost feels too weak. Perhaps either try damagefactors of 0.4 or just scrap the damagefactor all together and give him like 750 health or something. Right now it's the combination of overall health and the damagefactor scaling that makes him so powerful.

Moving forward to MM4, the Rain Flush (acid rain?) should deal extra damage to Hardman as well since it has been established that hard is weak to corrosive.

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